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Artanis Strategy, Tips, and Tricks

Last updated on Apr 14, 2016 at 08:25 by Srey 6 comments

Table of Contents

Artanis Image

General Information

On this page, you will learn how to optimally play Artanis in a competitive environment in Heroes of the Storm. Everything you need to know is explained, from general gameplay to specific tips and tricks.

The other pages of our Artanis can be accessed from the table of contents on the right.

About the Author

Srey is Rank 1 in Hero League and a top 10 player on Hotslogs. He played for Happy Faerie Dragons, formerly the top amateur team on the North American server. With the team having now disbanded, he is bringing together a new team, which he hopes will compete at an even higher level. You can watch his stream to see how he plays Artanis (and other heroes).

1. General Artanis Strategy

Artanis is one of the few Heroes in Heroes of the Storm whose viability is extremely dependent on each team's Hero lineup. This is due to Artanis' clear strengths and weaknesses, mainly his good sustained shields and damage for strengths and reliance on Basic Attacks and lack of mobility for weaknesses. The enemy team should be made up of Heroes that exploit his weaknesses while his allies should mask them. Heroes like Jaina or Muradin are able to prevent targets from fleeing with Slows and other crowd control while Uther is able to prevent incoming burst damage with Divine Shield Icon Divine Shield. Take counters and synergies much more seriously than normal if you are thinking about playing Artanis.

2. When Not Team Fighting

The most important and difficult aspect of Heroes of the Storm is performance in team fights, since this is often where games are decided. That said, team fights usually take up a relatively short amount of time, with the rest of the game being spent performing other tasks. In this section, we will walk you through what you should be doing outside of team fights as Artanis.

In order of priority, you should:

  • Take Map Objectives;
  • Hold or clear a lane that no one else on your team is in to soak the XP;
  • Gank a vulnerable enemy Hero;
  • Take Mercenary Camps (you can usually clear the Siege Giant Camp on your side of the map by yourself);
  • Push whatever lane your allies are already pushing the hardest.

Map Objectives almost always have the largest impact on the game. If you ignore these, then not only do you miss out on Objectives that the enemy takes, but the enemy team also benefits from these Objectives. On some maps, team fighting is synonymous with taking Objectives, like on Sky Temple or Dragon Shire, but Garden of Terror, for example, does not always promote fights between both teams. The Boss Mercenary Camp on some maps constitutes a Map Objectives. However, sometimes it is best to give up a map objective and to simply keep pushing, but the only time you might want to consider doing this is if it is obvious that you will be unable to contest the Objectives.

Your goal outside of team fights is to gain as much of an advantage over your enemies as possible, and in Heroes of the Storm, this means soaking experience by killing Minions and by destroying enemy Structures. If there is a lane without an allied Hero in it, you need to go toit, so that the experience from Minions does not go to waste.

If there are no active Map Objectives and every lane is being soaked, look to gank vulnerable enemy Heroes. Vulnerable enemy Heroes come in many shapes and sizes. They can be overextended, low on health, outnumbered, or in a position that is otherwise unfavourable to them.

If there are no Map Objectives to take, lanes to soak, or enemies to gank, take the Mercenary Camps. They provide a small amount of experience and a significant amount of lane pressure. Taking the Mercenary Camps on the enemy's side of the map is risky, and it should only be done if you certain that the enemy team cannot, or will not contest. Artanis is quite effective at taking Mercenary Camps, at least once below 50% health when Shield Overload Icon Shield Overload kicks in, so do not hesitate to tank them.

If you have already taken all that the map has to offer, it is likely that most, if not all of the lanes are pushing in the direction of your enemy. This pressure should be capitalised on. Push a lane with your allies to destroy the enemies' Structures.

3. Team Fighting

When team fighting with Artanis it is very important to understand your strengths, weaknesses, and overall limits. For Artanis to be effective you need to be able to use your Basic Attacks to reduce the cooldown of Shield Overload Icon Shield Overload. Since your only tool to stick to targets is the Level 16 talent Zealot Charge Icon Zealot Charge, being able to reliably use Basic Attacks can prove difficult. This means that you will be very vulnerable when fleeing or being kited by the enemy, so you must choose engagements where neither of these situations will arise. Ideally, you want to fight where you will take a moderate amount of sustained damage so as not to be killed before you can shield yourself with Shield Overload Icon Shield Overload.

Artanis' lack of sticking power makes targeting the enemy backline Heroes difficult, as you have no abilities that can prevent your targets from fleeing. Instead, look to target whatever Hero is the most easily accessible and you do not need to risk overcommitting to. If you have two targets to choose from, a Warrior and an Assassin, and they are both equally accessible, attack the Assassin over the Warrior. If the enemy team has a lot of Heroes with powerful Basic Attacks, use Suppression Pulse Icon Suppression Pulse to temporarily nullify their damage just as you engage them. It is quite crucial to time Suppression Pule well. Use it early during team fights to allow your team to fight while in good condition. If used too late, Suppression Pulse becomes merely a tool to cover the retreat of gravely wounded allies.

Wait to use Phase Prism Icon Phase Prism until a good opportunity presents itself, rather than using it simply because it is available. Prior to Zealot Charge Icon Zealot Charge at Level 16, use Twin Blades Icon Twin Blades as needed to deal damage. However, once Zealot Charge is aquired, Twin Blades should also be considered for the utility that it offers. Save Blade Dash Icon Blade Dash only to finish off enemies and to reduce the cooldown of Shield Overload Icon Shield Overload with Psionic Synergy Icon Psionic Synergy. If you are trying to quickly kill a specific Hero target them with Purifier Beam Icon Purifier Beam.

4. Summary of Tips and Tricks

  • Blade Dash Icon Blade Dash should be used to waveclear, finish off a low health enemy, or to refresh the cooldown of Shield Overload Icon Shield Overload via the Psionic Synergy Icon Psionic Synergy talent.
  • Use Twin Blades Icon Twin Blades immediately following your Basic Attack to maximise your damage.
  • Artanis can be interrupted out of Blade Dash Icon Blade Dash which can be hazardous if you are deep in enemy lines.
  • Phase Prism Icon Phase Prism is the only gap-closer that Artanis has access to until Zealot Charge Icon Zealot Charge at Level 16, so it is extremely important to use Phase Prism sparingly and with good accuracy.
  • Phase Prism Icon Phase Prism should generally be targeted at enemy backline Heroes but can also be targeted at enemy frontline Heroes if they are out of position.
  • Artanis is strongest when fighting at or below 50% maximum health due to Shield Overload Icon Shield Overload.
  • Burst damage and crowd control will prevent you from regaining Shield Overload Icon Shield Overload through Basic Attacks, so take necessary precautions.
  • Suppression Pulse Icon Suppression Pulse should be used purely for its utility, as it does very lttle damage.
  • Purifier Beam Icon Purifier Beam can be used to zone out an enemy Hero or to help kill a single target.
  • Both of Artanis' Heroics can be cast globally, so always look for opportunities to help your allies elsewhere on the map.
  • Artanis is unable to retreat once he enters a team fight making it very important for the player to understand his limits and only commit to a fight if he will prove victorious.
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